by Bob-Bob » Tuesday June 24th, 2014 1:10am
Chapter 2: Intermediate Rules
Even more difficult quests await in chapter 2. Players must learn the Intermediate Rules to play chapter 2. The Intermediate Rules add various additional rules onto the Beginner Rules.
Gameplay under the Intermediate Rules
As well as Monster Cards, Treasure Cards and Equipment Cards are used. In general, rules are the same as the Beginner Rules, except for the addition of the parts labeled in bold.
● The Magician and the Elf can now use Intermediate Magic.
● Heroes can choose to take one action out of each of (a) and (b):
(a) Move or use a Heal Potion
(b) Combat, Magic, or Search
The order of the two actions from (a) and (b) does not matter.
● Dungeons have traps* hidden in them.
● There are hidden doors in dungeons.
● There are hidden treasures.
● The dwarf can disarm traps.
● You can equip equipment such as weapons and armor.
● If you save up gold, you can attempt to level up.
I) Intermediate Magic
Types of Magic
In chapter 2, the Magician and Elf can now use Intermediate Magic. The following 2 types of Magic can be used in chapter 2. They are also listed on the back of the Magician and Elf’s character panel.
▢ Healing:
Magic that can be cast on yourself or on an ally. Roll 4 Combat Dice, and the hero this Magic was cast on recovers BP equal to the amount of white shields that were rolled.
▢ Holy Flame:
Magic to attack 1 enemy. Roll 2 Combat Dice, and the enemy receives damage equal to the amount of skulls that were rolled. However, Monsters on which you cast this spell can roll a number of Combat Dice equal to their MP for Defense. Undead Monsters have 0 MP, so this Magic is very effective on Undead Monsters.
Note) Undead means monsters with no life force, animated by dark powers, meaning Skeletons, Zombies and Mummies.
Choosing Magic
During the game, the Magician can use both types of Magic. The Elf can only use one type of Magic per quest. Before playing, the Elf must decide which Magic they wish to use that quest, and write it on their character sheet.
Casting Magic
On their turns, the Magician and Elf may choose to use Magic once during their turn instead of entering Combat. Magic can be cast on yourself or on a target you can see. Under the Intermediate Rules, you may use each Magic as many times as you want.
II) Search
There are hidden doors, traps, and hidden treasures in dungeons starting from Quest 4. On their turn, heroes may choose to to search for them by Searching instead of entering Combat or using Magic.
Types of Search
The following 2 types of search can be done.
● Treasure Search:
To check whether there is any treasure* hidden.
● Trap Search:
Trap Searches can find hidden doors, and all types of traps.
If a hero decides to Search, they must decide whether they want to conduct a Treasure Search or a Trap Search, and announce this to the Demon King. Players cannot do both types of search at once.
Treasure Search
[Range of a Treasure Search]
Treasures are only hidden inside rooms, so Treasure Searches can only be done inside rooms.
[How to do a Treasure Search]
① When a hero declares a Treasure Search, the Demon King looks at the map, and checks if there is any treasure hidden in the room the hero is currently in.
② If something is found, then award the treasure to the hero conducting the Search, as stated in the Quest Rules. A Treasure Search cannot find traps or hidden doors.
③ If there is no treasure in the room, then the hero conducting the Search draws 1 Treasure Card. Treasure Cards will be described in the next section.
[Treasure Cards]
If there is no treasure in a room being Treasure Searched, draw one Treasure Card. Before drawing a card, shuffle the cards well. The Treasure Cards contain the following.
● Treasure, Gold, Jewels (6 cards):
If you draw one of these cards, write the money onto your character sheet, and discard the card, placing it to the side of the Treasure Card pile.
● Various Medicines (7 cards):
These cards are placed in front of you, and can be used whenever you decide. Each card contains instructions on how to use it. These cards can only be used during the quest currently being played. After they are used, discard them, placing them to the side of the Treasure Card pile. If cards are not used during the quest, return them to the Treasure Card pile.
● Traps (3 cards):
Follow the instructions states on the card, then return the card to the Treasure Card pile, and shuffle it well.
● Wandering Monsters (5 cards):
If you draw one of these cards, a monster appears. The monster that appears attacks the hero that drew the card once. Because it is a surprise attack, the hero cannot defend themselves. After attacking, the monster vanishes. Return this card to the Treasure Card pile.
Trap Search
[Range of a Trap Search]
A trap search can be conducted to find hidden doors and traps placed in passages and rooms. At any one time, you may either search all the passage that you can see, or a single room. If you can see both a room and a passage, or multiple rooms, then you must choose and declare which part you which to search. See diagram 3 for an example.
[How to do a Trap Search]
① The hero declares which area they can see in that they would like to conduct a Trap Search.
② When a hero declares that they are conducting a Trap Search, the Demon King looks at the map, and checks whether there are hidden doors or traps hidden in the area being searched.
③ If something was found, place the hidden door markers or trap markers onto the board. Hidden doors and traps will be explained in the next section. Trap Searches will never find treasure.
III) Hidden Doors
Hidden doors are escape routes hidden in walls. Hidden doors should not be placed on the game board until they are found with a Trap Search. By using hidden doors, you can get to areas you may not otherwise be able to. Both heroes and monsters can freely pass through hidden doors. Hidden doors can be discovered from the inside or the outside. Once a hidden door isplaced on the game board, it can never be closed.
IV) Traps
3 types of traps exist, which are as follows.
● Pitfall
● Crush
● Trapped Treasure Chests
Traps appear on the board when either found by a Trap Search, or when a hero passes through the trap’s square. The Demon King must tell heroes of traps as soon as a hero passes through the trap’s square. A hero caught in a trap is stopped, and must follow the rules of the trap. The hero’s turn ends, even if they have not yet finished moving or entered Combat. Monsters will never get caught in traps. Monsters can freely move through squares where traps are hidden, but after the trap marker is placed on the field, must follow the same rules as the heroes.
Pitfalls
[When discovered in a Trap Search]
Pitfalls stay on the board as an obstacle. Pitfalls may not be passed through.
[When caught in the trap]
A hero that falls in a pitfall loses 1 BP. When their next turn comes, they can move normally, but cannot conduct a Search while in the pitfall. Also, when attacking or defending from in a pitfall, use one Combat Die less than usual. Pitfalls stay on the board as an obstacle. Pitfalls may not be passed through.
[Jumping over a pitfall]
Pitfalls are an obstacle blocking the way, but heroes and monsters can jump over them.
When jumping over a pitfall, follow the following rules.
▢ You can only jump in a straight line.
▢ You can only jump over 1 square.
▢ The other side must be empty.
▢ You must have enough Movement to reach the other side, including counting the Movement for passing the pitfall.
▢ Characters must roll 1 Combat Die when trying to jump. If they roll a skull, the jump fails, and they are stuck in the pitfall. Their turn ends, and they must follow the rules listed in the previous section, under ‘When caught in the trap’. If they roll anything other than a skull, they may continue their turn. If they have Movement left over, they may continue to move.
Crush
[When discovered in a Trap Search]
Crush is a trap where an enormous rock falls from the ceiling. The rock stays on the board as an obstacle. The rock may not be passed through.
[When caught in the trap]
The hero that activates a Crush loses 2 BP. The hero is sent back one square in the direction they came from. If there are no open squares next to the Crush, the hero dies. If the hero survives, they can continue moving normally on their next turn, but may not pass through the square with the Crush.
Trapped Treasure Chests
Some treasure chests are trapped. The rules to follow when activating these traps are explained in the Quest Rules for the quest. To avoid getting caught in these traps, you must conduct a Trap Search before
opening the treasure chest. If a trap is discovered, the Demon King informs the heroes what sort of trap it is. Then, the treasure chest’s trap automatically disengages.
V) The Dwarf’s Special Ability
The Dwarf has the ability to disable traps while moving. Each time the Dwarf moves, they can disable one trap. They can disable Pitfalls and Crushes. To disable a trap, they must be on an adjacent square to the trap they wish to disable. The disabled trap is removed from the game board, and may be passed through freely. The Dwarf does not use up Movement when disabling a trap, but their Movement that turn ends after disabling a trap, even if they have Movement remaining.
VI) Equipment
When a quest ends, the heroes may use the gold they have obtained to buy equipment. You can purchase equipment after Quest 3 in Chapter 1 ends, before Quest 4 in Chapter 2 starts.
Equipment is divided into the following types.
● Weapons
● Armor
● Healing Potions
How to Buy Equipment
Heroes that wish to buy equipment take the card they want, and remove the cost of the equipment from the gold on their character sheet, and write the name of the equipment they’ve bought in the Equipment section.
There is a limited amount of each piece of equipment at the shop. If many heroes all wish to buy the same piece of equipment, they should discuss who will get to buy it. They should consider who gains the biggest advantage from that piece of equipment. Some weapons and armor can only be used by some characters, and not others. Further details are explained on the cards.
[Selling]
The shop will buy equipment that is no longer needed for half its price. When selling equipment, return the card to the Equipment pile, and add half of its price to your character sheet.
[Trading]
You may trade equipment you own for equipment a fellow hero owns. You can also sell equipment to other heroes, or give it to them for free. Trading must be done before each quest begins.
Weapons
Weapon cards list how many Combat Dice you should roll when attacking on them. Some weapons even allow you to attack diagonally, or at a distance. Further details are explained on the specific cards.
You can only own 1 weapon card at a time. When attacking, you should can decide whether or not to use this weapon for the attack.
[Weapons that can attack diagonally]
Club, Spear, Short Sword, etc.
[Projectile Weapons]
The crossbow can shoot arrows to attack enemies at a distance from you. There is no limit to the amount of times you can use the crossbow, but you cannot use it to attack enemies on squares surrounding you. When attacking enemies at a distance, you can hit any enemy you can see, no matter how far away they are. The combat procedure is followed as normal.
The Spear and Hand-Axe may be used as normal weapons, but can also be used to attack at a distance by throwing them. Weapons are lost when thrown. Return the Equipment Cards for lost weapons to the pile.
Armor
There are various types of armor, such as Armor, Helmets, Cloaks, and so on. You can equip one of each at the same time. Where some pieces of armor list things such as “Defense +1”, this means that you should roll one more Combat Die when defending. Below is an example.
If Chainmail, a Shield, and a Helmet are equipped:
Chainmail | Defense 3 | Combat Dice
Shield | Defense +1 | Combat Die
Helmet | Defense +1 | Combat Die
-------------------------------
Total | Defense 5 | Combat Dice
Note) Chainmail and Plate Armor cannot be equipped at the same time. Also, you cannot wear 2 pieces of the same type of equipment at the same time.
Heal Potions
Instead of moving, heroes can choose to restore their stamina using a Heal Potion. Drinking Heal Potions bought at the shop restores 2 BP. (However, you cannot surpass your Max. BP.) You cannot give Heal Potions to another hero during a quest. When drinking a Heal Potion, write your new BP on your character sheet, and return the Heal Potion card to the Equipment Card pile.
IV) Level Up
After each quest, heroes may attempt to Level Up by paying 500 gold. If heroes Level Up, their Max. BP increases by 1. If they fail to Level Up, their Max. BP does not change. The 500 gold is not returned.
The conditions for leveling up are as follows.
● Warrior and Dwarf:
Roll 4 Combat Dice, and you Level Up if you roll 2 or more white shields.
● Magician and Elf:
Roll 3 Combat Dice, and you Level Up if you roll 2 or more white shields.
You have reached the end of the Intermediate Rules.
* Like before, the English word "Trap" is here, then the Japanese word for "trap" is in parenthesis next to it.
** The English word "Treasure" is used here, and right next to to is "or treasure", as in the Japanese word for "treasure".
Last edited by
Bob-Bob on Wednesday June 25th, 2014 12:46pm, edited 4 times in total.